05-05-2012, 09:03 PM
Welcome. I upgraded Whiteflute's Bitmap EX scripts, by map effects. It's the work:
Instructions is in the script.
Script:
Demo:
Nice using!
Instructions is in the script.
Script:
Content Hidden
Code:
############################################################
#**Map Effects for Whiteflute Bitmap EX
#**Narzew
#**narzewcreations.rox.pl
#**Projekt zaczęty 25 marca 2012 roku.
#**Wersja 1.00
############################################################
#**Zeiling Engine
#**Narzew
############################################################
#25.03.12 - Script Start Date
#25.03.12 - Script Completed Date V 1.0
############################################################
#**Instructions:
#**Script require Whiteflute's Bitmap EX to work.
#**See Effects table below.
#**The effect number are signed as z.
#**Change Effect Method:
#**$map_effect_arg1 = value for x
#**$map_effect_arg2 = value for y
#**$map_effect = value for z
#**$scene=Scene_Map.new # Refresh map
#**Effects
#**0 - none (normalize screen)
#**1 - reversing
#**2 - mosaic(x,y)
#**3 - diffusion(x)
#**4 - blur(x)
#**5 - darkrmdimg
#**6 - lightrmdimg
#**7 - radialblur(x)
#**8 - rotationblur(x)
#**9 - whirlblur(x)
#**10 - postaraiz
#**11 - gray_scale
#**12 - raster_scroll(x, y)
############################################################
$map_effect = 0 # none
$map_effect_arg1 = 0
$map_effect_arg2 = 0
unless defined?(WFRGSS_BitmapEX)
raise("Whiteflute\'s Bitmap EX must be installed.\n. You can download this from sites below:\n - ncr.rox.pl\n - whiteflute.org")
end
class Spriteset_Map
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
@tilemap = Tilemap.new(@viewport1)
case $map_effect
when 0 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
when 1 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).reversing
when 2 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).mosaic($map_effect_arg1, $map_effect_arg2)
when 3 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).diffusion($map_effect_arg1)
when 4 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).blur($map_effect_arg1)
when 5 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).darkrndimg
when 6 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).lightrndimg
when 7 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).radialblur($map_effect_arg1)
when 8 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).rotationblur($map_effect_arg1)
when 9 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).whirlblur($map_effect_arg1)
when 10 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).postaraiz
when 11 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).gray_scale
when 12 then @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name).raster_scroll($map_effect_arg1, $map_effect_arg2)
end
for i in 0..6
autotile_name = $game_map.autotile_names[i]
case $map_effect
when 0 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
when 1 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).reversing
when 2 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).mosaic($map_effect_arg1, $map_effect_arg2)
when 3 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).diffusion($map_effect_arg1)
when 4 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).blur($map_effect_arg1)
when 5 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).darkrndimg
when 6 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).lightrndimg
when 7 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).radialblur($map_effect_arg1)
when 8 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).rotationblur($map_effect_arg1)
when 9 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).whirlblur($map_effect_arg1)
when 10 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).postaraiz
when 11 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).gray_scale
when 12 then @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name).raster_scroll($map_effect_arg1, $map_effect_arg2)
end
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
end
Demo:
Content Hidden
Nice using!
Skills: Android, Ruby, PHP, Linux